TTK: time to kill seems to be in a comfortable place, although further changes could be argued to be warranted.
Gold: the way gold currently works (killing enemies drops their gold in place) works for trio stacking fine, but when soloqing it’s common people steal players gold, especially if your qing as a ranged, and you can’t just run straight into the enemy preemptively so you pick up the gold. I’m not sure if making gold go immediately to inventory would be a good change, but it would fix this issue.
Upgrading: the upgrade times feel a lot more healthy than the last patches (firstly it was almost instant and then way too long, this is the more comfy middle point)
Map: a few points of interest may need a bit of tweaking (the large wooded area populated by bots and completely void of boxes is one that definitely needs some tweaks) and spawning far away from pois can feel very rough.
Hazards: Firstly, bees and speed pickups both feel quite balanced and are enjoyable to play around. Barrel feels incredibly impactful (even just the burning effect after the explosion can be very impactful. Being able to see clearer who triggered the barrel before explosion would be an amazing change (maybe a different glow for allied explosion or enemy explosion) heal pickup feels unique for pvp settings, but could be useful to help beginners with pve (for example: in that wooded area with no boxes, heal pickups could not only make for interesting battles but easier clear for new players)
Pve: Currently all enemies have a possible 0 damage taken clear, although semi challenging. Allowing for skill expression. However, the devs have spoken on the idea of giving enemies as much of an impact on pvp fights as hazards do. Enemy attacks such as the big robots shotgun should be scaled back in damage to help new players clear without losing large portions of health, while being pushed into a more battle impacting direction (status conditions etc)
Items: although I personally quite enjoy building spike armor, it’s quite flawed design wise.While all attack item slots give the same amount of damage, spike chest gives twice the health compared to other health slots. This lowers build diversity. Spike armor feels like a health item first with a slight spike bonus on the side (although buffing it’s spike value could be a bad idea)
Looking at the item system as a whole, showcasing the secondary stats more clearly would help beginner players immensely.
Queueing; the system of booting players off their chosen character to fulfill q’s is understandably implemented but questionable. Also implement stickers in lobbies and q 👽